Castles & Crusades Combat Tracker
See the CoreRPG Combat Tracker topic for basic information on the combat tracker. The following describes differences and additions to the core functionality
Player View
For players, additional information has been added for the health of both PCs and NPCs. The GM can control what level of details is display for PC/NPC health via the CnC Options.
GM View
For GMs, additional subsections for CT entries allow for more information to be viewed and used during encounters. Also, the menu has additional party rest, initiative and effect expiration options.
Main Section
Hit Points: Maximum hit points.
Temporary Hit Points: Current temporary hit point value.
Subdual Damage: Current subdual damage value. If subdual plus wounds are greater than hit points, then wounds will be colored purple and status will be shown as unconscious.
Wounds: Current wound value. Would value is colored based on actor condition and campaign options. (Generally gray for dying/dead, and ranging from green to red for healthy to heavily wounded).
Offensive Subsection
Init: Modifier used for initiative checks. Double-click or drag this field to make an initiative roll for this actor. Rolling initiative in this way will override the automatic NPC group initiative option setting. Rollable.
Move: Move value of actor.
BtH: Base Bonus to Hit.
Attacks: List of attacks for this combatant. Only used for NPCs. If attacks are in the appropriate format, then double-clicking the various portions of the attack object will make attack or damage rolls. To learn more, build an NPC with attacks exactly as stated in the core rulebooks, and drop the NPC in the combat tracker to see the results.
Special: Any text from the Special field in the NPC record.
Defensive Subsection
AC: Armor class.
-Dex: Armor class without Dex bonus.
Tch: Touch armor class.
SR: Spell resistance.
Saves (NPC monster): Saves appear as a list in the text field, and function exactly as the same field in the NPC record. See C&C NPC Sheet topic for details. Saves can be rolled from this field by double clicking or dragging the text. If no secondary save is listed, you can still roll one by double clicking the “Save” label.
Saves (PC/NPC character): Saves appear as a set of dice labeled for each stat, which can be rolled by double clicking or dragging to chat.
Effects Subsection
The effects have been greatly enhanced to support the automatic application of game mechanics when modifiers and conditions are specified in the Label field. See the 3.5E Effects topic for more information on how to write game mechanic effects.
Active Toggle: Click button to toggle whether effect is on/off. Any modifiers and conditions which apply game mechanics will be disabled when turned off.
Visibility Toggle: Click button to toggle whether effect is visible to the player.
Label: Specifies the name and/or components of this effect. The label can be used purely for informational purposes, or specific game mechanic conditions and modifiers can be configured.
Duration: Duration is specified as the number of rounds until an effect expires. If the value is zero, then the effect never expires.
Duration Initiative: Indicates the initiative value when the duration will be decremented. The initiative value will default to the initiative of the combatant applying the effect, or the current initiative if source cannot be determined.
Effect Set Target Button: Drag icon to desired target of this effect. Certain game mechanic modifiers and conditions can be targeted, which means that the game mechanic effect is only applied when the roll being modified is targeting one of the effect targets.
Effect Targets: Textual display of any targets for this effect. If targets are specified, then this effect will only be applied to rolls made where this combatant and the effect target are both involved. Click on the effect targets string to remove the effect targets.
Effect Source: Textual display of combatant who originated this effect. Click on the effect source string to remove the effect source. Drag any combat tracker name field to this effect to set the source of the effect. This is typically informational, but does adjust some effects (i.e. Marked)